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=8track=
 
=8track=
 
''I'm the dandy highwayman who you're too scared to mention. I spend my cash on looking flash and grabbing your attention''
 
  
 
'''Hero Name:''' 8track
 
'''Hero Name:''' 8track
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'''Abilities:''' ''Sound Control''
 
'''Abilities:''' ''Sound Control''
 
=Time Period=
 
 
The 80's-90's The Bronze Age
 
  
 
=Moment of Truth=
 
=Moment of Truth=
  
You’ve fought, struggled, and worked so hard to figure out who you are, whether you’re just the
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The prickly tingling fear of your doom, always in your head—it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what’s the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a doomsign after you’re finished.  
same as your future self or whether you’re different...but right now, that’s all out the window. The
 
distinction between your future self and your present self vanishes in the face of the trial before
 
you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will
 
one day become. You can do exactly what your future self could do, and everyone around you sees
 
them in you more clearly than ever. Of course, after this it’s going to be hard to treat you as two
 
different people... after you’re finished.  
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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=Conditions=
 
=Conditions=
  
[X] Afraid (-2 to Directly Engage a Threat)
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[ ] Afraid (-2 to Directly Engage a Threat)
  
[X] Angry (-2 to Comfort or Support or Pierce the Mask)
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[ ] Angry (-2 to Comfort or Support or Pierce the Mask)
  
 
[ ] Guilty (-2 to Provoke Someone or Assess the Situation)
 
[ ] Guilty (-2 to Provoke Someone or Assess the Situation)
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=Team Moves=
 
=Team Moves=
  
When you ''' share a triumphant celebration with someone''', ask whether they think your future
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When you '''share a triumphant celebration with someone''', give them Influence over you and spend
self could’ve won this victory. If they do, mark potential and the GM shifts your Labels. If they do
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1 Team from the pool to clear one box on your doom track.
not, clear a condition and they shift your Labels.
 
 
 
When you '''share a vulnerability or weakness with someone''', ask them if they think you could
 
turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not,
 
clear a condition and they shift your Labels.
 
 
 
=Innocent Moves=
 
'''Growing into power''': When you '''unleash your powers''' to do something your future self can do, mark a condition to roll + Savior instead of + Freak.
 
 
 
'''Martyr''': When you '''take a powerful blow''' while defending someone or something, you may shift Savior up and any other Label down.
 
 
 
=Your Future Self=
 
 
 
Your future self is out there, an important figure in Halcyon City and the world beyond—and
 
everything you’d hoped you’d never be. But finding out how they became who they are may be all
 
it takes to push you along a similar path. Pick one step of your future self ’s path that you already
 
know about, and circle it.
 
 
 
*• They lost someone they cared about deeply
 
*• They failed horrifically in a noble pursuit or cause
 
*• They committed a major crime
 
*• They betrayed a close friend or ally
 
*• They won a victory at enormous cost to the world around them
 
*• ''They killed someone''
 
*• They publicly battled another hero
 
*• They injured an innocent
 
 
 
When you learn of another step of your
 
future self’s path, circle it. You can have at
 
most 5 steps circled. When you undergo an
 
experience that echoes one of the above (your
 
call), strike it out.
 
 
 
When you strike out a circled step, or circle a
 
struck out step, choose one of the following:
 
 
 
❑❑ Replace comfort or support with the following:
 
When you coldly dismiss someone, roll +
 
Mundane. On a hit, they mark a condition or
 
leave you alone, their choice. On a 7-9, they can
 
also choose to inflict a condition on you.
 
 
 
❑❑ Replace defend someone with the following:
 
When you aggressively defend a large group
 
or area, roll + Savior. On a hit, you create an
 
opportunity for yourself to press the attack, and
 
take +1 forward to pursue it. On a 10+, the
 
collateral damage is minimal.
 
 
 
❑❑ Replace provoke someone with the following:
 
When you threaten someone, say what you want
 
them to do and roll + Superior. On a hit, they either
 
do it or they are put at a significant disadvantage
 
against you, their choice. On a 10+, either way
 
they mark a condition, your choice.
 
 
 
❑❑ Replace reject someone’s Influence with the
 
following: When you spit in the face of guidance
 
or Influence, roll + 2. On a hit, take away their
 
Influence over you or clear a condition, your
 
choice. On a 7-9, you both take a powerful blow
 
from the intensity of your words.
 
  
❑❑ Become an NPC antagonist—your path is
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When you '''share a vulnerability or weakness with someone''', give them Influence over you and ask if they honestly think there’s hope for you. If they say yes, mark potential or clear one box of your doom track. If they say no, mark a condition or mark your doom trac
irreconcilably set along the same course that
 
your future self followed.
 
  
 
=Backstory=
 
=Backstory=
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=When Our Team First Came Together=
 
=When Our Team First Came Together=
  
'''My future self was involved, and I tried to stop them. It took the rest of the team to help me succeed. How did we stymie my future self ’s plans?'''
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'''We Paid a High Cost for Victory, What Was It?'''
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Somebody died. Another hero, a good guy, he might even have been the leader of our little group if things had gone different. We've got his mask hung up, in the base, as a reminder.
  
 
=Relationships=
 
=Relationships=
'''Arrowhawk''' is helping me understand this weirdo future. I follow their lead.
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You told '''Skullgirl''' all about your Doom and the danger you're in.
  
I saved someone important to '''Skullgirl''' they’re now my biggest defender
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You'd love to kiss '''8-Track''' before your Doom comes.
  
 
=Influence=
 
=Influence=
  
These people are your guides, your friends, and the ones helping you find a better way. But you are careful about whose guidance you follow. Give Influence over you to two teammates.
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These people matter for what you need to do. Give Influence to two of your teammates.
  
 
'''Who has Influence over me...'''
 
'''Who has Influence over me...'''
Skullgirl, Arrowhawk
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Skullgirl, 8-Track
  
 
=Potential=
 
=Potential=
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Every time you roll a Miss on a move, mark Potential.
 
Every time you roll a Miss on a move, mark Potential.
  
[X]  []  []  []  []
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[]  []  []  []  []
  
 
=Advancement=
 
=Advancement=
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* [] Rearrange your Labels as you choose and add +1 to a Label
 
* [] Rearrange your Labels as you choose and add +1 to a Label
 
* [] Unlock your Moment of Truth.
 
* [] Unlock your Moment of Truth.
* [] Choose a mentor for yourself (from the Protégé’s playbook)
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* [] Clear a doomsign; you lose access to that move for now
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* [] Get burn and three flares (from the Nova’s playbook)
  
 
'''When you’ve taken five advances from the top list, you can take advances from the list below.'''
 
'''When you’ve taken five advances from the top list, you can take advances from the list below.'''
  
 
* [] Unlock your Moment of Truth after it’s been used once.
 
* [] Unlock your Moment of Truth after it’s been used once.
* [] Change playbooks.
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* [] Confront your doom on your terms; if you survive, change playbooks.
 
* [] Take an adult move.
 
* [] Take an adult move.
 
* [] Take an adult move.
 
* [] Take an adult move.
 
* [] Lock a Label, and add +1 to a Label of your choice.
 
* [] Lock a Label, and add +1 to a Label of your choice.
* [] Go back to your own time or become a paragon of the city
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* [] Become a paragon of the city for however long you have left

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